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Posted
I see that and raise you his 5B spacing.

Yeah, I saw him use 5B as a poke more than 5A. This is what I also recommend (I've been doing this for ages now and it's proven to work better than 5A mash)

Posted

There's a time and place for both, they're both godlike. But yes, I've been trying to tell people I probably hit 5B more than A now..

But no one cares, it's all about 5A. :yaaay:

Posted

I was messing around with the idea of fitting in an A nail at the start of a combo in order to get more damage (poison isn't affected by proration), especially for times when you'd be looking at some pretty strong proration like guard breaks. The problem is, A nail has 0f hitstop under normal conditions BUT on a crouching opponent it gains 2 frames.

On crouching guard break:

A) j.236A, d.5A, [bnB of choice]

B) j.236A, d.2B, [continue combo]

In A, you need to be a small distance away from the opponent, about 5B's max range. Jump up and do the j.236A as close to the ground as you can.

In B, you need to start about twice as far as away as in combo A. Jump backwards and do the j.236A as close as you can to the ground.

Both of them are spacing dependent, and combo B is slightly harder because dashing into 2B is a harder link. Using meter on a Daifunka ender will let the poison run its full length.

Bang's generally longer combos and improved A nail make this stronger in CS.

Posted

Just a quick question, would it be worth adding j.236A to his air combos that end in j.C? I'm not very good at oki, so I would rather have more damage than oki. :psyduck:

Posted

its very good,

i would do it if one of the following applied to your situation

A. Had low health

B. Confident that you're better than the opponent

C. Tager

otherwise that oki is probably more important

Posted

As far as A nail cancel goes, if I do it I like doing it late; there's quite a large window to do it in after hitting with j.C so you can make them panic and neutral tech right away into your oki or eat the A nail OTG but with you in a more favorable position to punish an air tech off it.

Posted
its very good,

i would do it if one of the following applied to your situation

A. Had low health

B. Confident that you're better than the opponent

C. Tager

otherwise that oki is probably more important

Hm... then after I land j.236A, is it advised to maybe be defensive for a little bit to let the poison do its damage? Or should I just keep the pressure up and hope that I don't get hit? :8/:

As far as A nail cancel goes, if I do it I like doing it late; there's quite a large window to do it in after hitting with j.C so you can make them panic and neutral tech right away into your oki or eat the A nail OTG but with you in a more favorable position to punish an air tech off it.

Hm... actually, I think I saw a video of you doing this in one of the tournament videos from U.K. If I remember correctly, it was against Jin and you did Bang's 5A/j.4C/whatever, 5B, 2B, 623B, d.5B, 2B, 6C, j.C, and then when they were close to the ground or landed (can't exactly remember which...), you threw the poison nail and you were able to continue your pressure, right? That was pretty awesome.

How hard is the air tech trap to land after the j.236A? I figured that it's pretty tough to land since they can recover instantly after they're hit by the poison nail... :psyduck:

Posted

How hard is the air tech trap to land after the j.236A? I figured that it's pretty tough to land since they can recover instantly after they're hit by the poison nail... :psyduck:

I don't mean an air tech trap with j.623C necessarily, you probably wouldn't have time to do that unless they tech late. I just mean that you can at least continue pressure with j.A or something of the sort and at most catch them off guard with an air unblockable 5C/6C. (I like 5C for that kind of thing more, personally. Dem active frames.)

Posted

The poison nail air trap is most easily performed when you're smashed right up on them in the corner. jC > Nail > Immediate 623C will catch them if they back or forward tech. But it's dependant on them not mashing, so.. be careful

Posted

How hard is the air tech trap to land after the j.236A? I figured that it's pretty tough to land since they can recover instantly after they're hit by the poison nail... :psyduck:

I don't mean an air tech trap with j.623C necessarily, you probably wouldn't have time to do that unless they tech late. I just mean that you can at least continue pressure with j.A or something of the sort and at most catch them off guard with an air unblockable 5C/6C. (I like 5C for that kind of thing more, personally. Dem active frames.)

The poison nail air trap is most easily performed when you're smashed right up on them in the corner. jC > Nail > Immediate 623C will catch them if they back or forward tech. But it's dependant on them not mashing, so.. be careful

While this might not be exactly what you guys are talking about, I saw in one Japanese video (can't remember which one): Really high in the air Purple Command Grab->They break it->Bang does A-Nail (I'm guessing TK'd because it had forward momentum in the air still->air Command Grab.

It looked awesome and I don't think I've ever seen it like that. It was more like a tick command throw then an actual tech trap because there was no teching involved. I guess that's something else to think about even though it might be a rare occurence.

Posted

I'm pretty sure I know what you're talking about, and it should only work on opponents with no air options after tech (Including no priority godmode poke like Hakumen jC or litchi jC) or a very passive opponent. Most commonly should work on Tager the best.

If you throw break, forward air dash instant A nail, command grab, it functions as a pseudo tick grab. It's really high risk, because Tager can near definitely air throw you before your command grab hits, but it's a damn strong gimmick, esp considering the reward for a command grab.

Posted

Can I ask you guys (probably already been asked but I can't find it) what the proper way to combo into Bang's Astral Heat is?

Posted

if you don't trust your excution you can always do *while opponent is cornered*

ground grab 720 D works

proper motion is hcb x 2 D

it can be comboed of 2D or ground grab..

Posted

No, gold burst astral doesn't work. It was a myth.

The proper ways are;

Corner:

Grab (Let all grab hits hit) > Astral

5D CH > Astral

Mid screen Tech Trap:

Grab (Astral BEFORE the wallbounce kick > Astral (If they tech, auto hits; Tager, guaranteed)

Mid screen legit combo:

2D CH > Astral

You can't confirm the guard points easily, so the grab ones are usually a better call.

Posted

hmmm, it seems like the astral is allot easier to land, so I have a question. Can you now use it essentially like a reversal since it has gp. I mean if you can hit most characters standing and they're doing something like say a hells fang, then it really acts like a parry. Its seems sorta like a 720 that doesn't have to be buffered.

Posted

Was experimenting a bit the other day, after not playing BB for awhile (and playing a ton of melty). And I found myself doing alot of IAD air mixup on grounded opponents if they were blocking more conventional mixup. Pretty much a Bang exclusive in this game, since even though Tao can do it she doesn't have Bang's crossup for midscreen use of it.

e.g. midscreen jump in j.B>IAD>j.4B>whatever

or in the corner j.B>IAD>j.C>whatever

Having more mixup is never really a bad thing so just thought I'd mention it.

Posted

Always a good idea, but I'd say this kind of mixup is pretty character oriented, I wouldn't do this to someone who's anti-air game I'd worry about. Like for instance, Rachel. Who could in fact, just crouch that, and look at Bang fly overhead, then punish.

Posted
Always a good idea, but I'd say this kind of mixup is pretty character oriented, I wouldn't do this to someone whose anti-air game I'd worry about. Like for instance, Rachel. Who could in fact, just crouch that, and look at Bang fly overhead, then punish.

Sorry, I meant to mention in the first post that this can be used in conjunction with normal jump cancel crossups like j.B>JC>late crossup j.B/j.C

As for crouching to avoid it, I know some of the cast could avoid it that way, though that's only the case for the midscreen IAD>j.4C. The point of the mixup is that it's hard to see and it's just supposed to mindfuck them. You can't even get a clean combo unless CH usually but they start doing dumb stuff since they think you might do it. I was doing stuff like IAD>j.4C hit>run in command grab lol.

As for the corner IAD mixup it's a 100% legit mixup that everyone should be using imho.

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